;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   The Battle of Algiers Version 2
;   These are the rules for the Algerian player
;   There are different rules for playing
;   the Frenchmen.
;   
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
8       ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
8       ; Communism pays support for all units past this
8       ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Advanced Flight,    4,-2,  Rad, Too, 3, 4    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Amphibious Warfare, 3,-2,  Nav, Tac, 3, 0    ; Amp
Astronomy,          4, 1,  Mys, Mat, 1, 3    ; Ast
Atomic Theory,      4,-1,  ToG, Phy, 2, 3    ; Ato
Automobile,         6,-1,  Cmb, Stl, 3, 4    ; Aut
Banking,            4, 1,  Tra, Rep, 1, 1    ; Ban
Bridge Building,    4, 0,  Iro, Cst, 0, 4    ; Bri
Bronze Working,     6,-1,  nil, nil, 0, 4    ; Bro
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer
Chemistry,          5,-1,  Uni, Med, 1, 3    ; Che
Chivalry,           4,-2,  Feu, Hor, 1, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
Combined Arms,      5,-1,  Mob, AFl, 3, 0    ; CA 
Combustion,         5,-1,  Ref, Exp, 2, 4    ; Cmb
FLN Secrets,        0, 0,  no,  no,  2, 2    ; Cmn
Electronic Brain,   0, 0,  Min, MP,  3, 4    ; Cmp
Conscription,       7,-1,  Dem, Met, 2, 0    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
The Corporation,    4, 0,  Ind, Eco, 2, 1    ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
Democracy,          5, 1,  Ban, Inv, 2, 2    ; Dem
Economics,          4, 1,  Uni, Ban, 2, 1    ; Eco
Electricity,        4, 0,  Met, Mag, 2, 4    ; E1 
French Secrets,     4, 1,  no,  no,  3, 4    ; E2 
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Environmentalism,   3, 1,  Rec, SFl, 3, 2    ; Env
Espionage,          2,-1,  nil, Dem, 3, 0    ; Esp
Explosives,         5, 0,  Gun, Che, 2, 4    ; Exp
Feudalism,          4,-1,  War, Mon, 0, 0    ; Feu
Flight,             4,-1,  Cmb, ToG, 2, 4    ; Fli
Fundamentalism,     3,-2,  MT,  Csc, 2, 2    ; Fun
Fusion Power,       3, 0,  NP,  Sup, 3, 3    ; FP 
Meddit. Agriculture,3, 2,  Med, Cor, 3, 3    ; Gen
Guerrilla Warfare,  4, 1,  no,  no,  3, 0    ; Gue
Gunpowder,          8,-2,  Inv, Iro, 1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Industrialization,  6, 0,  RR,  Ban, 2, 1    ; Ind
Invention,          6, 0,  Eng, Lit, 1, 4    ; Inv
Iron Working,       5,-1,  Bro, War, 0, 4    ; Iro
Labor Union,        4,-1,  MP,  nil, 3, 2    ; Lab
The Laser,          4, 0,  NP,  MP,  3, 3    ; Las
Leadership,         5,-1,  Chi, Gun, 1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Machine Tools,      4,-2,  Stl, Tac, 2, 4    ; Too
Magnetism,          4,-1,  Phy, Iro, 1, 3    ; Mag
Map Making,         6,-1,  Alp, nil, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Mass Production,    3, 0,  Aut, Cor, 3, 4    ; MP 
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Medicine,           4, 0,  Phi, Tra, 1, 1    ; Med
Metallurgy,         6,-2,  Gun, Uni, 1, 0    ; Met
Miniaturization,    4, 1,  Too, nil, 3, 4    ; Min
Mobile Warfare,     8,-1,  Aut, Tac, 3, 0    ; Mob
Monarchy,           5, 1,  Cer, CoL, 0, 2    ; Mon
Monotheism,         5, 1,  Phi, PT,  1, 2    ; MT 
Mysticism,          4, 0,  Cer, nil, 0, 2    ; Mys
Navigation,         6,-1,  Sea, Ast, 1, 1    ; Nav
Nuclear Fission,    0, 0,  Ato, MP,  3, 3    ; NF 
Nuclear Power,      0, 0,  NF,  nil, 3, 3    ; NP 
Philosophy,         6, 1,  Mys, Lit, 1, 2    ; Phi
Physics,            4,-1,  Nav, Lit, 1, 3    ; Phy
Plastics,           4, 1,  Ref, SFl, 3, 4    ; Pla
Special Forces,     0, 0,  nil, no,  3, 4    ; Plu
Polytheism,         4, 0,  Cer, Hor, 0, 2    ; PT 
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Radio,              5,-1,  Fli, E1,  3, 4    ; Rad
Railroad,           6, 0,  SE,  Bri, 2, 1    ; RR 
Recycling,          2, 1,  MP,  Dem, 3, 2    ; Rec
Refining,           4, 0,  Che, Cor, 2, 4    ; Ref
Refrigeration,      0, 1,  E1,  San, 3, 1    ; Rfg
The Republic,       5, 1,  CoL, Lit, 0, 2    ; Rep
Automation,         0, 2,  Cmp, Mob, 3, 0    ; Rob
Rocketry,           0,-2,  AFl, nil, 3, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Space Flight,       4, 1,  Cmp, Roc, 3, 3    ; SFl
Algerian Secrets,   0,-2,  nil, no,  3, 0    ; Sth
Steam Engine,       4,-1,  Phy, Inv, 2, 3    ; SE 
Steel,              4,-1,  E1,  Ind, 2, 4    ; Stl
Superconductor,     4, 1,  Pla, Las, 3, 3    ; Sup
Tactics,            6,-1,  Csc, Ldr, 2, 0    ; Tac
Theology,           3, 2,  MT,  Feu, 1, 2    ; The
Theory of Gravity,  4, 0,  Ast, Uni, 1, 3    ; ToG
Trade,              4, 2,  Cur, CoL, 0, 1    ; Tra
University,         5, 1,  Mat, Phi, 1, 3    ; Uni
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War
The Wheel,          4,-1,  Hor, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  FP,  Rec, 3, 3    ; FT 
French War Plan,    0, 0,  nil, no,  3, 0    ; U1 
Reserve Callup,     8, 2,  U1,  nil, 3, 0    ; U2 
Public Safety,      8, 2,  U2,  U1,  3, 2    ; U3 
Infiltration,       8, 2,  U3,  U2,  3, 3    ; X1 
Hearts and Minds,   8, 2,  X1,  U3,  3, 2    ; X2 
Challe Plan,        8, 2,  X2,  U1,  3, 0    ; X3 
Egyptian Aid,       0, 0,  X4,  X4,  3, 0    ; X4 
Commando Tactics,   0, 0,  X5,  X5,  3, 0    ; X5 
Propaganda,         0, 0,  X6,  X6,  3, 2    ; X6 
Economic Boycott,   0, 0,  X7,  X7,  3, 1    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Headquarters,             10, 0,    Mas,
Barracks,                  4, 1,    nil,
Granary,                   6, 1,    no, 
Detention Camp,            4, 1,    Cer,
Market Place,              4, 1,    Cur,
Library,                   4, 1,    Plu,
Courthouse,                8, 1,    CoL,
Fortifications,            8, 0,    Mas,
Aqueduct,                  8, 2,    Cst,
Bank,                     12, 3,    Ban,
Mosque,                   12, 3,    MT, 
University,               16, 3,    Uni,
Mass Transit,             16, 4,    no, 
Resettlement Camp,        10, 4,    Cst,
Factory,                  20, 4,    Ind,
Manufacturing Plant,      32, 6,    Rob,
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Power Plant,              16, 4,    Ref,
Hydro Plant,              24, 4,    no, 
Nuclear Plant,            16, 2,    no, 
Stock Exchange,           16, 4,    Plu,
Sewer System,             12, 2,    San,
Supermarket,               8, 3,    Rfg,
Superhighways,            20, 5,    no, 
Research Lab,             16, 3,    E1,
SAM Missile Battery,      10, 2,    no, 
Coastal Fortress,          8, 1,    no, 
Solar Plant,              32, 4,    no, 
Harbor,                    6, 1,    Sea,
Offshore Platform,        16, 3,    Min,
Airport,                  16, 3,    Plu,
Police Station,            6, 2,    U2, 
Port Facility,             8, 3,    Plu, 
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    Cor,
Pyramids,                 20, 0,    no, 
Hanging Gardens,          20, 0,    no, 
Penon Harbor,             20, 0,    Bro,
Lighthouse,               20, 0,    no, 
Great Library,            30, 0,    no, 
Public Safety Committee,  20, 0,    U3, 
Great Wall,               30, 0,    no, 
De Gaulle's War College,  20, 0,    X3, 
King Richard's Crusade,   30, 0,    no, 
SAS Infiltration Project, 20, 0,    X1, 
Great Mosque,             40, 0,    MT, 
Copernicus' Observatory,  30, 0,    no, 
Barbary Coast,            40, 0,    Nav,
French Foreign Legion,    30, 0,    Tac, 
Leonardo's Workshop,      40, 0,    no, 
J. S. Bach's Cathedral,   40, 0,    no, 
Isaac Newton's College,   40, 0,    no, 
Casbah,                   40, 0,    Eco,
Darwin's Voyage,          40, 0,    no, 
Statue of Liberty,        40, 0,    no, 
Eiffel Tower,             30, 0,    no, 
Women's Suffrage,         60, 0,    no, 
Hoover Dam,               60, 0,    no, 
Manhattan Project,        60, 0,    no, 
United Nations,           60, 0,    no, 
Apollo Program,           60, 0,    no, 
SETI Program,             60, 0,    no, 
Hearts and Minds Programme,20,0,    X2, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
RR,         ; Hanging Gardens
nil,        ; Penon Harbor
nil,        ; Lighthouse
E1,         ; Great Library
nil,        ; Public Safety Committee
Met,        ; Great Wall
nil,        ; De Gaulle's War College
nil,        ; King Richard's Crusade
nil,        ; SAS Infiltration Project
X6,         ; Great Mosque
nil,        ; Copernicus' Observatory
nil,        ; Barbary Coast
nil,        ; Shakespeare's Theatre
Aut,        ; Leonardo's Workshop
nil,        ; J. S. Bach's Cathedral
nil,        ; Isaac Newton's College
X7,         ; Casbah
nil,        ; Darwin's Voyage
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo Program
nil,        ; SETI Program
nil,        ; Hearts & Minds Programme


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Refugees,     nil, 0,  2.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Engineers,    Cmn, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Plu, 000000000000000
Fort,         nil, 0,  0.,0,  1a,10d, 3h,1f,  8,0,  1, no,  000000000000000
Phalanx,      Feu, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, no,  000000000000000
Riflemen,     E2,  0,  1.,0,  5a,3d,  2h,1f,  3,0,  0, Fun, 000000000000000
Riflemen,     Sth, 0,  1.,0,  5a,3d,  2h,1f,  3,0,  1, Csc, 000000000000000
Caid,         Cmn, 0,  1.,0,  1a,3d,  1h,1f,  2,0,  1, Plu, 000000000000000
Musketeers,   Csc, 0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, no,  000000000000000
Fanatics,     E2,  0,  1.,0,  4a,4d,  2h,1f,  3,0,  1, Fun, 000100000000000
Guerillas,    E2,  0,  1.,0,  5a,5d,  2h,1f,  4,0,  1, Fun, 000001000000010
Commandos,    E2,  0,  1.,0,  8a,5d,  2h,1f,  4,0,  1, X5,  000001000000000
Harkis,       Csc, 0,  1.,0,  6a,4d,  2h,1f,  4,0,  1, Csc, 000001000000001
Centurions,   Cmn, 0,  1.,0,  8a,5d,  3h,1f,  6,0,  0, Plu, 000000000000000
Paras,        Cmn, 0,  1.,0,  8a,5d,  2h,1f,  5,0,  0, CA,  000000100000000
Legionnaires, Cmn, 0,  1.,0,  8a,5d,  3h,1f,  6,0,  0, Plu, 000001000000100
Conscripts,   Cmn, 0,  1.,0,  6a,4d,  2h,1f,  3,0,  1, U2,  000000000000000
Chariot,      PT,  0,  2.,0,  3a,1d,  1h,1f,  3,0,  0, no,  000000000000000
Elephant,     MT,  0,  2.,0,  4a,1d,  1h,1f,  4,0,  0, no,  000000000000000
Crusaders,    Ldr, 0,  2.,0,  5a,1d,  1h,1f,  4,0,  0, no,  000000000000000
Knights,      Ldr, 0,  2.,0,  4a,2d,  1h,1f,  4,0,  0, no,  000000000000000
SAS Patrolmen,Cmn, 0,  1.,0,  5a,3d,  2h,1f,  5,0,  1, Ldr, 000001000000011
Horsemen,     nil, 0,  1.,0,  5a,3d,  2h,1f,  5,0,  1, Plu, 000001000000011
M24 Tank,     Cmn, 0,  2.,0,  8a,5d,  2h,1f,  8,0,  0, Mob, 000010001000000
Catapult,     Met, 0,  1.,0,  6a,1d,  1h,1f,  4,0,  0, no,  000000000000000
Cannon,       Too, 0,  1.,0,  8a,1d,  2h,1f,  4,0,  0, no,  000000000000000
Bandits,      nil, 0,  1.,0,  5a,5d,  2h,1f,  5,0,  0, Plu, 000001000000000
A.A. Gun,     nil, 0,  0.,0,  0a,6d,  2h,1f,  5,0,  0, no,  000000000010000
P47 Thndrbolt,Cmn, 1, 10.,1,  6a,4d,  2h,1f,  6,0,  3, Fli, 000000000010001
B26 Invader,  Cmn, 1,  8.,2, 10a,2d,  2h,1f,  8,0,  0, X3,  000000000000001
Rocket,       nil, 1,  8.,1, 11a,0d,  1h,3f,  6,0,  0, no,  001000000000000
B26 Invader,  Cmn, 1,  8.,2, 10a,2d,  2h,2f,  8,0,  0, no,  000000000000001
Jet Bmbr.,    nil, 1, 12.,2, 14a,5d,  2h,2f, 16,0,  0, no,  010000000000001
Trireme,      Nav, 0,  3.,0,  1a,1d,  1h,1f,  4,2,  2, no,  000010000001000
Dhow,         E2,  2,  3.,0,  0a,2d,  1h,1f,  2,4,  4, Mag, 000000000000000
Galleon,      Ind, 2,  4.,0,  0a,2d,  2h,1f,  4,4,  4, no,  000000000000000
Frigate,      E1,  2,  4.,0,  4a,2d,  2h,1f,  5,2,  2, no,  000000000000000
Ironclad,     E1,  2,  4.,0,  4a,4d,  3h,1f,  6,0,  2, no,  000000000000000
Destroyer,    no,  2,  6.,0,  4a,4d,  3h,1f,  6,0,  2, no,  100000000001001
Cruiser,      Cmn, 2, 10.,0,  6a,6d,  3h,2f,  8,0,  2, Plu, 100000000000001
AEGIS Cruiser,nil, 2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, no,  110000000000001
Battleship,   Cmn, 2,  8.,0, 12a,12d, 4h,2f, 16,0,  2, Plu, 100000000000001
Submarine,    nil, 2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, no,  000000000001001
Carrier,      nil, 2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, no,  000000010000001
Transport,    Cmn, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, Ind, 000000000000000
Terrorist,    E2,  0,  2.,0, 10a,2d,  1h,2f,  3,0,  0, Mob, 001000001000010
Nuclear Msl., nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, no,  001000000000000
SAS Agent,    Cmn, 0,  3.,0,  0a,0d,  1h,1f,  4,0,  6, X1,  000000000000011
Rebel Leader, E2,  0,  3.,0,  0a,0d,  1h,1f,  4,0,  6, Plu, 000000000000011
Caravan,      E2,  0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000001000000010
Freight,      Cmn, 0,  3.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Explorer,     no,  0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000011
Extra Land,   nil, 0,  1.,0,  1a,1d,  1h,1f,  5,0,  0, no,  000000000000000
Extra Ship,   nil, 2,  4.,0,  4a,2d,  2h,1f,  5,1,  2, no,  000000000000000
Extra Air,    nil, 1, 42.,8,  1a,1d,  2h,2f, 10,0,  3, no,  000000000000000
Test Unit 1,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 2,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 3,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 4,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 5,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 6,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 7,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 8,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   no,  1, 5,  3,  no,    ; Drt
Plateau,    1,2,  1,1,0,   yes, 1, 5, 1,   no,  0,15,  0,  no,    ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   no,  0,10,  0,  no,    ; Grs
For.Hills,  2,4,  1,2,0,   no,  1, 5, 5,   Hil, 2,10,  5,  no,    ; For
Hills,      2,4,  1,1,0,   no,  1,10, 0,   yes, 2,10,  1,  no,    ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 2,10,  4,  no,    ; Mou
Mnt.Valley, 2,5,  1,1,0,   no,  1,10, 1,   no,  0, 0,  0,  no,    ; Tun
Erg,        1,2,  0,1,0,   no,  1, 5, 4,   yes, 1, 5,  3,  no,    ; Gla
Salt Marsh, 2,3,  0,1,0,   no,  0,15, 6,   no,  0, 1,  2,  no,    ; Swa
Oil Fields, 1,2,  0,5,0,   no,  0,15, 6,   no,  0,15,  0,  no,    ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Cattle,     1,2,  3,2,1,
Antelope,   1,2,  2,2,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,4,  3,2,0,
Coal,       2,4,  1,2,0,
Zinc,       3,6,  0,2,5,
Musk Ox,    1,2,  3,1,0,
Oasis,      1,2,  3,1,0,
Minerals,   2,3,  0,4,1,
Oil Fields, 1,2,  0,5,0,
Tuna,       1,2,  3,0,2,
Sheep,      1,2,  3,1,2,
Figs,       1,2,  3,1,2,
Grassland,  1,2,  2,1,0,
Timber,     1,2,  1,4,0,
Goats,      1,2,  3,1,2,
Iron,       3,6,  0,4,1
Furs,       1,2,  2,0,3,
Desert Oil, 1,2,  0,4,1,
Minerals,   2,3,  0,2,4,
Oil Fields, 1,2,  0,5,0,
Shrimp,     1,2,  2,0,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Warlord,     Warlord
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fundamentalism, Commandant,  Commandant
Republic,       President,   President
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Ben Boulaid,  Ben Boulaid,         0, 1, 1, Wilaya 1,   Aures,         1, -1, -1,
Didouche,     Didouche,            0, 2, 0, Wilaya 2,   Constaninois,  1, -1, -1,
Krim,         Krim,                0, 3, 3, Wilaya 3,   Kabylia,       1, -1, -1,
Bitat,        Bitat,               0, 4, 0, Wilaya 4,   Algerois,      1, -1, -1,
Boumedienne,  Boumedienne,         0, 5, 1, Wilaya 5,   Oranois,       1, -1, -1,
El-Djoghali,  El-Djoghali,         0, 6, 1, Wilaya 6,   Saharan,       1, -1, -1,
De Gaulle,    De Gaulle,           0, 7, 2, Frenchmen,  French,       -1, -1,  1,
Chrif,       Chrif,              0, 1, 1, Wilaya 1,   Aures,         1, -1, -1,
Zighout,      Ziphout,             0, 2, 0, Wilaya 2,   Constaninois,  1, -1, -1,
Ouamrane,     Ouamrane,            0, 3, 3, Wilaya 3,   Kabylia,       1, -1, -1,
Sadek,        Sadek,               0, 4, 0, Wilaya 4,   Algerois,      1, -1, -1,
Ben B'Hidi,   Ben B'Hidi,          0, 5, 1, Wilaya 5,   Oranois,       1, -1, -1,
Haous,       Haous,              0, 6, 1, Wilaya 6,   Saharan,       1, -1, -1,
De Gaulle,    De Gaulle,           0, 7, 2, Frenchmen,  French,       -1, -1,  1,
Lakhdar,      Lakhdar,             0, 1, 1, Wilaya 1,   Aures,         1, -1, -1,
Kafi,         Kafi,                0, 2, 0, Wilaya 2,   Constaninois,  1, -1, -1,
Amarouche,    Amarouche,           0, 3, 3, Wilaya 3,   Kabylia,       1, -1, -1,
Khodja,       Khodja,              0, 4, 0, Wilaya 4,   Algerois,      1, -1, -1,
Boussouf,     Boussouf,            0, 5, 1, Wilaya 5,   Oranois,       1, -1, -1,
Haous,       Haous,              0, 6, 1, Wilaya 6,   Saharan,       1, -1, -1,
De Gaulle,    De Gaulle,           0, 7, 2, Frenchmen,  French,       -1, -1,  1,

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Charcoal,
Carpets,
Phosphates,
Coal,
Zinc,
Olive Oil,
Wine,
Textiles,
Lead,
Tobacco,
Cork,
Mercury,
Crude Oil,
Natural Gas,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













